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CastlevaniaBy: The J Man
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Going by the cheeky credits at the end, where all the boss characters are listed as "performed" by one-letter-off versions of classic horror movie actors, Konami had absolutely no idea of what Castlevania would become. It represented a rare move for them - starting on the Famicom first instead of porting over a proven arcade title - but I think it's fair to say that this turned out to be a smart gamble. Konami may have just been making a fun, one-shot home game based on classic creature features, but they unintentionally found one of their flagship titles. Castlevania has a simple premise based on old Universal or Hammer Films horror tradition. You are legendary monster hunter Simon Belmondo (it was either changed in the translation, or he doesn't become "Belmont" until later in the series), a Professor Van Helsing sort of fellow with a magical family heirloom known as The Vampire Killer. This is a whip that can be upgraded to a mace, that somehow kills vampires and other supernatural nasties real good. Your quest is to traverse multiple rooms and towers of Dracula's castle, dodge his undead minions, and slay him. Along the way, you will fortuitously run into just about every classic title monster ever created (with the noteable exception of The Wolfman). The reason for this is not explained, so I made up my own story: You were knocking back a few at the local pub, when you got a tip that all these villans were meeting together at Dracula's that night to form some plot against you, identical to a similar villan get-together in the Batman TV series movie. But you're Simon fuckin' Belmondo, and you're not gonna let that shit stand. So you sieze the opportunity to preemptively break down the gate and go a'slayin'. Part of Castlevania's legacy is that it had a fair hand in defining the action scroller. Super Mario Bros. wowed everyone with its screen-scrolling abilities under a year before, and marked the first time people got a real sense of smooth scrolling platforming across multiple, seamless screens. But Super Mario wasn't entirely an "action" title. The phone lines were thus open for all who wanted to take advantage of the technology. Castlevania would be one of the first to noteably take Mario's technical achievement and build a unique experience around it, with an enjoyable supernatural theme and a lot of action game additions.
Enemies are a varied group of horror icons, including ghosts, bats, skeletons, and zombies. They look easily distinguishable, and you'll encounter new, increasingly stronger enemies as the game progresses. The greatest difference between them is in their movement patterns, which require a relatively unique approach for each foe. Zombies and bats charge right at you, but skeletons keep their distance and rain bones down on you, fish-men pop up out of the water under you or beside you, and knights retreat from your attacks while heaving axes. The worst, in my opinion, are the flying medusa heads. I'm sure that someone, somewhere out there, has a perfect mastery of the timing required to hit them during their sine wave flight pattern. That person is not me.
Secret blocks do exist, and can be whipped open if you happen across them; they look identical to other blocks, so they can't actually be spotted. The most frequent secret is a turkey leg that offers an always-needed health repair. This helps, but even if you want to patiently work out the exact timing for a certain sequence and avoid damage altogether, you're rushed by a timer. You have a set number of seconds to get through all of the screens in a certain "level," and if time runs out, you lose a life. Unlike your health, there is no way to replenish the timer. The time limits are pretty generous, but they do prevent you from moving cautiously through the level and repeatedly sitting in wait for the perfect time to make your move. The bosses are a tough lot, made worse by forcing you to fight through a long hallway of various life-sapping baddies before you get to them. You also have to use whatever precious time you have left from your other escapades in the level, forcing you to think ahead and rush through the levels even more. The boss' life bar is as long as yours (usually longer when you factor in damage you have recieved along the way) and they all carry projectile attacks which can apply a lot of hurt. Like any other platform boss, discovering their predictable patterns is the key to taking them down. It also helps to have the right secondary weapon. I killed Frankenstein in seconds, with zero effort, simply by spamming him with holy water bombs that both paralyzed and damaged him. I was lucky I had those apparently, as I only found out later that he's one of the hardest bosses in the game. Sometimes Castlevania can be nice to you.
The music here once again shows Konami's general skill with making "classic" tunes with the NES hardware. It's spooky when it needs to be, fun and actiony when it needs to be, and always turns serious as a perfect setup for a boss showdown. The rest of the effects are sparse - a typical pickup chime, a quick, scratchy noise for your whip, some very good NES bat wing flapping. In all, its quite appropriate. Castlevania is interesting, as it somehow got the reputation of one those "must-play" titles. If you haven't played it, you apparently have no credibility as a classic gamer. It's not the best game, certainly not the best in its own series, but it is a fun, nostalgic title. It's difficult and challenging without being overly so, and set up many of the platforming staples that would serve the industry well for over a decade. If you've played it before, you'll bring your own opinions to the table. If you haven't, it's a little overhyped, but worth checking out as a great early NES adventure. -reviewed 10/22/06 - game copyright 1986 Konami
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